broken_seals/game/addons/mesh_data_resource_editor/plugin.gd

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2.6 KiB
GDScript3
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tool
extends EditorPlugin
const MdiGizmoPlugin = preload("res://addons/mesh_data_resource_editor/MDIGizmoPlugin.gd")
const MDIEdGui = preload("res://addons/mesh_data_resource_editor/MDIEd.tscn")
var gizmo_plugin = MdiGizmoPlugin.new()
var mdi_ed_gui : Control
var active_gizmos : Array
func _enter_tree():
print("_enter_tree")
gizmo_plugin = MdiGizmoPlugin.new()
mdi_ed_gui = MDIEdGui.instance()
mdi_ed_gui.plugin = self
active_gizmos = []
gizmo_plugin.plugin = self
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, mdi_ed_gui)
mdi_ed_gui.hide()
add_spatial_gizmo_plugin(gizmo_plugin)
set_input_event_forwarding_always_enabled()
func _exit_tree():
print("_exit_tree")
remove_spatial_gizmo_plugin(gizmo_plugin)
#remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, mdi_ed_gui)
mdi_ed_gui.queue_free()
pass
#func enable_plugin():
# print("enable_plugin")
# pass
#
#func disable_plugin():
# print("disable_plugin")
# remove_spatial_gizmo_plugin(gizmo_plugin)
# remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, mdi_ed_gui)
# mdi_ed_gui.queue_free()
func handles(object):
print("disable_plugin")
if object is MeshDataInstance:
return true
return false
func make_visible(visible):
print("make_visible")
if visible:
mdi_ed_gui.show()
else:
#mdi_ed_gui.hide()
#figure out how to hide it when something else gets selected, don't hide on unselect
pass
func get_plugin_name():
return "mesh_data_resource_editor"
#func forward_spatial_gui_input(camera, event):
# return forward_spatial_gui_input(0, camera, event)
func register_gizmo(gizmo):
active_gizmos.append(gizmo)
func unregister_gizmo(gizmo):
for i in range(active_gizmos.size()):
if active_gizmos[i] == gizmo:
active_gizmos.remove(i)
return
func set_translate(on : bool) -> void:
for g in active_gizmos:
g.set_translate(on)
func set_scale(on : bool) -> void:
for g in active_gizmos:
g.set_scale(on)
func set_rotate(on : bool) -> void:
for g in active_gizmos:
g.set_rotate(on)
func set_axis_x(on : bool) -> void:
for g in active_gizmos:
g.set_axis_x(on)
func set_axis_y(on : bool) -> void:
for g in active_gizmos:
g.set_axis_y(on)
func set_axis_z(on : bool) -> void:
for g in active_gizmos:
g.set_axis_z(on)
func forward_spatial_gui_input(camera, event):
for g in active_gizmos:
if g.forward_spatial_gui_input(0, camera, event):
return true
return false
#func forward_spatial_gui_input(index, camera, event):
# for g in active_gizmos:
# if g.forward_spatial_gui_input(index, camera, event):
# return true
#
# return false